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Sports history and rules

Baseball, Badminton, Basketball, Cricket, Golf, Handball, Ice hockey

Baseball

Baseball is played between two teams with nine players in the field on each team. On a baseball field, the game is under authority of several umpires. There are usually four umpires in major league games; up to six (and as few as one) may officiate depending on the league and the importance of the game. There are four bases. Numbered counter-clockwise, first, second and third bases are cushions (sometimes informally referred to as bags) shaped as 15 in (38 cm) squares which are raised a short distance above the ground; together with home plate, the fourth "base," they form a square with sides of 90 ft (27.4 m) called the diamond. Home base (usually called home plate) is a pentagonal rubber slab 17 in (43.2 cm) wide. The playing field is divided into three main sections:

    The infield, containing the four bases, is for general defensive purposes bounded by the foul lines and within the grass line (see figure).
    The outfield is the grassed area beyond the infield grass line between the foul lines, and bounded by a wall or fence.
    Foul territory is the entire area outside the foul lines.

The pitcher's mound is located in the center of the infield. It is an 18 ft (5.5 m) diameter mound of dirt no higher than 10 in (25.4 cm). Near the center of the mound is the pitching rubber, a rubber slab positioned 60 ft 6 in (18.4 m) from home plate. The pitcher must have one foot on the rubber at the start of every pitch to a batter, but the pitcher may leave the mound area once the ball is released.

At the college/professional level, baseball is played in nine innings in which each team gets one turn to bat and try to score runs while the other pitches and defends in the field. High school baseball plays seven innings and Little League uses six inning games. An inning is broken up into two halves in which the away team bats in the top (first) half, and the home team bats in the bottom (second) half. In baseball, the defense always has the ball — a fact that differentiates it from most other team sports. The teams switch every time the defending team gets three players of the batting team out. The winner is the team with the most runs after nine innings. If the home team is ahead after the top of the ninth, play does not continue into the bottom half. In the case of a tie, additional innings are played until one team comes out ahead at the end of an inning. If the home team takes the lead anytime during the bottom of the ninth or of any inning thereafter, play stops and the home team is declared the winner.
The basic contest is always between the pitcher for the fielding team, and a batter. The pitcher throws—pitches—the ball towards home plate, where the catcher for the fielding team waits (in a crouched stance) to receive it. Behind the catcher stands the home plate umpire. The batter stands in one of the batter's boxes and tries to hit the ball with a bat. The pitcher must keep one foot in contact with the top or front of the pitcher's rubber — a 24?6 in (61?15 cm) plate located atop the pitcher's mound — during the entire pitch, so he can only take one step backward and one forward in delivering the ball. The catcher's job is to receive any pitches that the batter does not hit and to "call" the game by a series of hand movements that signal to the pitcher what pitch to throw and where. The catcher also usually signals the desired location of the ball within the strike zone and "sets up" behind the plate or holds his glove up in the desired location as a target. The catcher's role becomes more crucial depending on how the game is going, and how the pitcher responds to a given situation. Each pitch begins a new play, which might consist of nothing more than the pitch itself.

Each half-inning, the goal of the defending team is to get three members of the other team out. A player who is out must leave the field and wait for his next turn at bat. There are many ways to get batters and baserunners out; some of the most common are catching a batted ball in the air, tag outs, force outs, and strikeouts. After the fielding team has put out three players from the opposing team, that half of the inning is over and the team in the field and the team at bat switch places; there is no upper limit to the number that may bat in rotation before three outs are recorded. Going through the entire order in an inning is referred to as "batting around" and it is indicative of a high scoring inning. A complete inning consists of each opposing side having a turn (three outs) on offense.

The goal of the team at bat is to score more runs than the opposition; a player may do so only by batting, then becoming a baserunner, touching all the bases in order (via one or more plays), and finally touching home plate. To that end, the goal of each batter is to enable baserunners to score or to become a baserunner himself. The batter attempts to hit the ball into fair territory — between the baselines — in such a way that the defending players cannot get them or the baserunners out. In general, the pitcher attempts to prevent this by pitching the ball in such a way that the batter cannot hit it cleanly, or ideally, at all.

A baserunner who has successfully touched home plate without being tagged out after touching all previous bases in order scores a run. In an enclosed field, a fair ball hit over the fence on the fly is normally an automatic home run, which entitles the batter and all runners to touch all the bases and score. A home run hit with all bases occupied ('bases loaded') is called a grand slam.

Fielding team
The squad in the field is the defensive team; they attempt to prevent the baserunners from scoring. There are nine defensive positions, but only two have a mandatory location (pitcher and catcher). The locations of the other seven fielders is not specified by the rules, except that at the moment the pitch is delivered they must be positioned in fair territory and not in the space between the pitcher and the catcher. These fielders often shift their positioning in response to specific batters or game situations, and they may exchange positions with one another at any time. The nine positions most commonly used (with the number scorekeepers use) are: pitcher (1), catcher (2), first baseman (3), second baseman (4), third baseman (5), shortstop (6), left fielder (7), center fielder (8), and right fielder (9). Note that, in rare cases, teams may use dramatically differing schemes, such as switching an outfielder for an infielder. The numbering convention was established by Henry Chadwick. The reason the shortstop seems out of order has to do with the way fielders positioned themselves in the early years of the game.

The battery

The battery is composed of the pitcher, who stands on the rubber of the mound, which is also known as the pitching plate, and the catcher, who squats behind home plate. These are the two fielders who always deal directly with the batter on every pitch, hence the term "battery", coined by Henry Chadwick and later reinforced by the implied comparison to artillery fire.

The pitcher's main role is to pitch the ball toward home plate with the goal of getting the batter out. Pitchers also play defense by fielding batted balls, covering bases (for a potential tag out or force out on an approaching runner), or backing up throws. The catcher's main role is to receive the pitch if the batter does not hit it. Together with the pitcher and coaches, the catcher plots game strategy by suggesting different pitches and by shifting the starting positions of the other fielders. Catchers are also responsible for defense in the area near home plate.

The infielders

The four infielders are the first baseman, second baseman, shortstop, and third baseman. Originally the first, second and third basemen played very near their respective bases, and the shortstop generally played "in" (hence the term), covering the area between second, third, and the pitchers box, or wherever the game situation required. As the game evolved, the fielding positions changed to the now-familiar "umbrella", with the first and third baseman generally positioned a short distance toward second base from their bases, the second baseman to the right side of second base standing farther away from the base than any other infielder, and the shortstop playing to the left of second base, as seen from the batter's perspective.

The first baseman's job consists largely of making plays at first base on ground balls hit to the other infielders. When an infielder picks up a ball from the ground hit by the batter, he must throw it to the first baseman who must catch the ball and maintain contact with the base before the batter gets to it for the batter to be out. The need to do this quickly often requires the first baseman to stretch one of his legs to touch first base while catching the ball simultaneously. The first baseman must be able to catch the ball very well and usually wears a specially designed mitt. The first baseman fields balls hit near first base. The first baseman also has to receive throws from the pitcher in order to tag runners out who have reached base safely. The position is less physically challenging than the other positions, but there is still a lot of skill involved. Infielders don't always make good throws to first base, so it is the first baseman's job to field any ball thrown toward him cleanly. Older players who can no longer fulfill the demands of their original positions also often become first basemen.

The second baseman covers the area to the first-base side of second base and provides backup for the first baseman in bunt situations. He also is a cut-off for the outfield. This is when the outfielder doesn't have to throw the full distance from him/her to the base, but just to the cut-off. The shortstop fills the critical gap between second and third bases — where right-handed batters generally hit ground balls — and also covers second or third base and the near part of left field. This player is also a cut-off for the outfield. This position is the most demanding defensively, so a good shortstop doesn't need to necessarily be a good batter. The third baseman's primary requirement is a strong throwing arm, in order to make the long throw across the infield to the first baseman. Quick reaction time is also important for third basemen, as they tend to see more sharply hit balls than the other infielders, thus the nickname for third base as the "hot corner." Also, because there are far more right-handed hitters than lefties, there are more ground balls hit to the left side of the infield due to the natural motion of the batter's swing. If the ball touches the base but no one is touching it, it is not an out.

The outfielders

The three outfielders, left fielder, center fielder, and right fielder, are so named from the catcher's perspective looking out onto the field. The right fielder generally has the strongest arm of all the outfielders due to the need to make throws on runners attempting to take third base. The center fielder has more territory to cover than the corner outfielders, so this player must be quick and agile with a strong arm to throw balls in to the infield; as with the shortstop, teams tend to emphasize defense at this position. Also, the center fielder is considered the outfield leader, and left- and right-fielders often cede to his direction when fielding fly balls. Of all outfielders, the left fielder often has the weakest arm, as they generally do not need to throw the ball as far in order to prevent the advance of any baserunners. The left fielder still requires good fielding and catching skills, and tends to receive more balls than the right fielder due to the fact that right-handed hitters, who are much more common, tend to "pull" the ball into left field. Each outfielder runs to "back up" a nearby outfielder who attempts to field a ball hit near both their positions. Outfielders also run to back up infielders on batted balls and thrown balls, including pick-off attempts from the pitcher or from the catcher.
 


Badminton

Badminton is a racquet sport played by either two opposing players (singles) or two opposing pairs (doubles), who take positions on opposite halves of a rectangular court that is divided by a net. Players score points by striking a shuttlecock with their racquet so that it passes over the net and lands in their opponents' half of the court. Each side may only strike the shuttlecock once before it passes over the net. A rally ends once the shuttlecock has struck the floor.

The shuttlecock (or shuttle) is a feathered projectile whose unique aerodynamic properties cause it to fly differently from the balls used in most racquet sports; in particular, the feathers create much higher drag, causing the shuttlecock to decelerate more rapidly than a ball. Shuttlecocks have a much higher top speed, when compared to other racquet sports. Because shuttlecock flight is affected by wind, competitive badminton is played indoors. Badminton is also played outdoors as a casual recreational activity, often as a garden or beach game.

Since 1992, badminton has been an Olympic sport with five events: men's and women's singles, men's and women's doubles, and mixed doubles, in which each pair consists of a man and a woman. At high levels of play, especially in singles, the sport demands excellent fitness: players require aerobic stamina, agility, explosive strength, speed and precision. It is also a technical sport, requiring good motor coordination and the development of sophisticated racquet movements.

Rules
Playing court dimensions
The court is rectangular and divided into halves by a net. Courts are usually marked for both singles and doubles play, although badminton rules permit a court to be marked for singles only.[7] The doubles court is wider than the singles court, but both are of same length. The exception, which often causes confusion to newer players, is that the doubles court has a shorter serve-length dimension.

The full width of the court is 6.1 metres (20 ft), and in singles this width is reduced to 5.18 metres (17 ft). The full length of the court is 13.4 metres (44 ft). The service courts are marked by a centre line dividing the width of the court, by a short service line at a distance of 1.98 metres (6 ft 6 inch) from the net, and by the outer side and back boundaries. In doubles, the service court is also marked by a long service line, which is 0.76 metres (2 ft 6 inch) from the back boundary.

The net is 1.55 metres (5 ft 1 inch) high at the edges and 1.524 metres (5 ft) high in the centre. The net posts are placed over the doubles sidelines, even when singles is played.

The minimum height for the ceiling above the court is not mentioned in the Laws of Badminton. Nonetheless, a badminton court will not be suitable if the ceiling is likely to be hit on a high serve.
Equipment rules

Badminton rules restrict the design and size of racquets and shuttlecocks. Badminton rules also provide for testing a shuttlecock for the correct speed:

    3.1
        To test a shuttlecock, use a full underhand stroke which makes contact with the shuttlecock over the back boundary line. The shuttlecock shall be hit at an upward angle and in a direction parallel to the side lines.

    3.2
        A shuttlecock of the correct speed will land not less than 530 mm and not more than 990 mm short of the other back boundary line.

Scoring system and service
The basics

Each game is played to 21 points, with players scoring a point whenever they win a rally regardless of whether they served [7] (this differs from the old system where players could only win a point on their serve and each game was played to 15 points). A match is the best of three games.

At the start of the rally, the server and receiver stand in diagonally opposite service courts (see court dimensions). The server hits the shuttlecock so that it would land in the receiver's service court. This is similar to tennis, except that a badminton serve must be hit below waist height and with the racquet shaft pointing downwards, the shuttlecock is not allowed to bounce and in badminton, the players stand inside their service courts unlike tennis.

When the serving side loses a rally, the serve immediately passes to their opponent(s) (this differs from the old system where sometimes the serve passes to the doubles partner for what is known as a "second serve").

In singles, the server stands in their right service court when their score is even, and in her/his left service court when her/his score is odd.

In doubles, if the serving side wins a rally, the same player continues to serve, but he/she changes service courts so that she/he serves to a different opponent each time. If the opponents win the rally and their new score is even, the player in the right service court serves; if odd, the player in the left service court serves. The players' service courts are determined by their positions at the start of the previous rally, not by where they were standing at the end of the rally. A consequence of this system is that, each time a side regains the service, the server will be the player who did not serve last time.
Details

When the server serves, the shuttlecock must pass over the short service line on the opponents' court or it will count as a fault.

If the score reaches 20-all, then the game continues until one side gains a two point lead (such as 24–22), up to a maximum of 30 points (30–29 is a winning score).

At the start of a match, the shuttlecock is cast and the side towards which the shuttlecock is pointing serves first. Alternatively, a coin may be tossed, with the winners choosing whether to serve or receive first, or choosing which end of the court to occupy, and their opponents making the leftover the remaining choice.

In subsequent games, the winners of the previous game serve first. Matches are best out of three: a player or pair must win two games (of 21 points each) to win the match. For the first rally of any doubles game, the serving pair may decide who serves and the receiving pair may decide who receives. The players change ends at the start of the second game; if the match reaches a third game, they change ends both at the start of the game and when the leading player's or pair's score reaches 11 points.

The server and receiver must remain within their service courts, without touching the boundary lines, until the server strikes the shuttlecock. The other two players may stand wherever they wish, so long as they do not block the vision of the server or receiver.
Lets

If a let is called, the rally is stopped and replayed with no change to the score. Lets may occur because of some unexpected disturbance such as a shuttlecock landing on court (having been hit there by players on an adjacent court) or in small halls the shuttle may touch an overhead rail which can be classed as a let.

If the receiver is not ready when the service is delivered, a let shall be called; yet, if the receiver attempts to return the shuttlecock, he shall be judged to have been ready.

 


Basketball

Rules

    The ball may be thrown in any direction with one or both hands.
    The ball may be batted in any direction with one or both hands.
    A player cannot run with the ball. The player must throw it from the spot on which he catches it, allowance to be made for a man who catches the ball when running at a good speed if he tries to stop.
    The ball must be held in or between the hands; the arms or body must not be used for holding it.
    No shouldering, holding, striking, pushing, or tripping in any way of an opponent. The first infringement of this rule by any person shall count as a foul; the second shall disqualify him until the next basket is made or, if there was evident intent to injure the person, for the whole of the game. No substitution shall be allowed.
    A foul is striking at the ball with the fist, violation of rules three and four and such described in rule five.
    If either side makes three consecutive fouls, it shall count a goal for the opponents (consecutive means without the opponents in the mean time making a foul).
    A goal shall be made when the ball is thrown or batted from the grounds into the basket and stays there (without falling), providing those defending the goal do not touch or disturb the goal. If the ball rests on the edges, and the opponent moves the basket, it shall count as a goal.
    When the ball goes out of bounds, it shall be thrown into the field of play and played by the first person touching it. In case of dispute the umpire shall throw it straight into the field. The thrower-in is allowed five seconds. If he holds it longer, it shall go to the opponent. If any side persists in delaying the game, the umpire shall call a foul on that side.
    The umpire shall be the judge of the men and shall note the fouls and notify the referee when three consecutive fouls have been made. He shall have power to disqualify people according to Rule 5.
    The referee shall be judge of the ball and shall decide when the ball is in play, in bounds, to which side it belongs, and shall keep the time. He shall decide when a goal has been made and keep account of the baskets, with any other duties that are usually performed by a scorekeeper.
    The time shall be two fifteen-minute halves, with five minutes rest between.
    The side making the most points in that time is declared the winner.

Players, substitutes, teams and teammates
Naismith's original rules did not specify how many players were to be on the court. In 1920, five players became standard, and players that were substituted were not allowed to re-enter the game. Players were allowed to re-enter a game once from 1921, and twice from 1934; such restrictions on substitutions were abolished in 1945 when substitutions became unlimited. Coaching was originally prohibited during the game, but from 1949, coaches were allowed to address players during a time-out.

Originally a player was disqualified on his second foul. This limit became four fouls in 1911 and five fouls in 1945, still the case in most forms of basketball where the normal length of the game (before any overtime periods) is 40 minutes. When the normal length is 48 minutes (this is the case with the National Basketball Association in the United States and the National Basketball League in Australia, among others) a player is accordingly disqualified on his sixth foul. When a technical is given the referee should get away from the coach or player so the situation doesn't escalate. The umpire should go talk to them and tell them what's happening. When a technical is given the opposing team is awarded with two free throw shots and the possesion of the ball at mid-court.

Shot clock and time limits
The first time restriction on possession of the ball was introduced in 1933, where teams were required to advance the ball over the center line within ten seconds of gaining possession. This rule remained until 2000, when FIBA reduced the requirement to eight seconds, the NBA following suit in 2001. The NCAA retains the 10-second rule for men's play, but has never adopted a time limit for women's play. U.S. high schools, whose rules are drafted by NFHS, also use the 10-second rule for both sexes.

In 1936 the three-second rule was introduced. This rule prohibits offensive players from remaining near their opponents' basket for longer than three seconds (the precise restricted area is also known as the lane or the key). A game central to this rule's introduction was that between the University of Kentucky and New York University. Kentucky coach Adolph Rupp did not take one of his referees with him, despite being warned of discrepancies in officiating between the midwest and east by Notre Dame coach George Keogan, and the game became especially rough. Because of this game and others, 6'5" (1.96 m) Kentucky All American center Leroy Edwards is generally recognized as the player responsible for the 3 second rule.

While the rule was originally adopted to reduce roughness in the area between big men, it is now considered to prevent tall offensive players from gaining an advantage by waiting close to the basket. When the NBA started to allow zone defense in 2001, a three-second rule for defensive players was also introduced.

The shot clock was first introduced by the NBA in 1954, to increase the speed of play. Teams were then required to attempt a shot within 24 seconds of gaining possession, and the shot clock would be reset when the ball touched the basket's rim or the backboard, or the opponents gained possession. FIBA adopted a 30-second shot clock two years later, resetting the clock when a shot was attempted. Women's basketball adopted a 30-second clock in 1971. The NCAA adopted a 45-second shot clock for men while continuing with the 30-second clock for women in 1985. The men's shot clock was then reduced to 35 seconds in 1993. FIBA reduced the shot clock to 24 seconds in 2000, and changed the clock's resetting to when the ball touched the rim of the basket. The " Shot Clock" was originally made because of Dean Smiths "Four Corners" strategy. Originally, a missed shot where the shot clock expired while the ball is in the air constituted a violation. In 2003 the rule was changed so that the ball remains live in this situation, as long as it touched the rim. If the ball touches the rim and slightly bounces over the basketball hoop it will be called as a loose ball.

Fouls, free throws and violations
Dribbling was not part of the original game, but was introduced in 1901. At the time, a player could only bounce the ball once, and could not shoot after he had dribbled. The definition of dribbling became the "continuous passage of the ball" in 1909, allowing more than one bounce, and a player who had dribbled was then allowed to shoot.

Running with the ball ceased to be considered a foul in 1922, and became a violation, meaning that the only penalty was loss of possession. Striking the ball with the fist has also become a violation. From 1931, if a closely guarded player withheld the ball from play for five seconds, play was stopped and resumed with a jump ball; such a situation has since become a violation by the ball-carrier. Goaltending became a violation in 1944, and offensive goaltending in 1958.

Free throws were introduced shortly after basketball was invented. In 1895, the free throw line was officially placed fifteen feet (4.6 m) from the backboard, prior to which most gymnasiums placed one twenty feet (6.1 m) from the backboard. From 1924, players that received a foul were required to shoot their own free throws. One free throw shot is awarded to a player who was fouled while making a successful field goal attempt. If the field goal attempt is unsuccessful, two free throw shots are awarded (three if the player was attempting a three-point field goal). If an offensive player is fouled while not in the act of shooting, or if a player is fouled in a loose-ball situation, the penalty varies by level of play and the number of fouls accumulated by the opposing team in a given period.

    In NCAA and NFHS play:
        If the player's team has 6 or fewer team fouls in the half, the team fouled gets possession of the ball.
        If the team has 7 to 9 team fouls, the player fouled goes to the line for what is called "one-and-one" or the "bonus"—that is, if the player makes the first free throw, he gets the opportunity to attempt a second, but if he misses, the ball is live.
        If the team has 10 or more fouls in the half, the player fouled gets two free throws, often called the "double bonus".
        All overtime periods are considered an extension of the second half for purposes of accumulated fouls. Also, NFHS rules accumulate fouls per half, even though games are played in quarters.
    In the NBA:
        If the player's team has 4 or fewer team fouls in the quarter, the team fouled gets possession of the ball.
        Starting with the team's fifth foul in the quarter, the player fouled gets two free throws.
        Overtime is not considered an extension of any quarter. Instead, the "penalty" of two free throws is triggered on the team's fourth foul in that overtime period (instead of the fifth).
        Foul limits are reset in the last two minutes of a quarter or overtime period. If a team has not reached its limit of accumulated fouls, the first team foul in the last two minutes results in possession by the team fouled, and all subsequent fouls result in two free throws.
    In FIBA play:
        If the player's team has 4 or fewer team fouls in the quarter, the team fouled gets possession of the ball.
        Starting with the team's fifth foul in the quarter, the player fouled gets two free throws.
        During an interval of play, all team members entitled to play are considered as players.
        The ball become dead when an official blows his whistle while the ball is live
        All overtime periods are considered an extension of the fourth quarter for purposes of accumulated fouls.

A player has 10 seconds to attempt a free throw. If the player does not attempt a free throw within 10 seconds of receiving the ball, the free throw attempt is lost, and a free throw violation is called. A free throw violation also occurs if a free throw misses the backboard, rim, and basket, and rim. If a free throw violation is assessed in the last free throw awarded to a player in a given situation, possession automatically reverts to the opposing team.

A charge is physical contact between an offensive player and a defensive player. In order to draw an offensive charge the defensive player must establish legal guarding positioning in the path of the offensive player. If contact is made, the officials would issue an offensive charge. No points will be allowed and the ball is turned over. The defensive player may not draw an offensive charge in the "restricted zone" (see below for more details).[2]

Blocking is physical contact between the offensive player and the defensive player. Blocking fouls are issued when a defensive player interferes with the path of the offensive player in the shooting motion. Blocking fouls are easily called when the defensive player is standing in the "restricted zone".[2]

Restricted zone: In 1997, the NBA introduced an arc of a 4-foot (1.22 m) radius around the basket, in which an offensive foul for charging could not be assessed. This was to prevent defensive players from attempting to draw an offensive foul on their opponents by standing underneath the basket. FIBA adopted this arc with a 1.25 m (4 ft 1.2 in) radius in 2010.[3]

 


Cricket

History

Early cricket was at some time or another described as "a club striking a ball (like) the ancient games of club-ball, stool-ball, trap-ball, stob-ball".[3] Cricket can definitely be traced back to Tudor times in early 16th-century England. Written evidence exists of a game known as creag being played by Prince Edward, the son of Edward I (Longshanks), at Newenden, Kent in 1301[4] and there has been speculation, but no evidence, that this was a form of cricket.

A number of other words have been suggested as sources for the term "cricket". In the earliest definite reference to the sport in 1598,[5] it is called creckett. Given the strong medieval trade connections between south-east England and the County of Flanders when the latter belonged to the Duchy of Burgundy, the name may have been derived from the Middle Dutch[6] krick(-e), meaning a stick (crook); or the Old English cricc or cryce meaning a crutch or staff.[7] In Old French, the word criquet seems to have meant a kind of club or stick.[8] In Samuel Johnson's Dictionary, he derived cricket from "cryce, Saxon, a stick".[9] Another possible source is the Middle Dutch word krickstoel, meaning a long low stool used for kneeling in church and which resembled the long low wicket with two stumps used in early cricket.[10] According to Heiner Gillmeister, a European language expert of Bonn University, "cricket" derives from the Middle Dutch phrase for hockey, met de (krik ket)sen (i.e., "with the stick chase").[11] Dr Gillmeister believes that not only the name but the sport itself is of Flemish origin.
The earliest definite reference to cricket being played in England (and hence anywhere) is in evidence given at a 1598 court case which mentions that "creckett" was played on common land in Guildford, Surrey, around 1550. The court in Guildford heard on Monday, 17 January 1597 (Julian date, equating to the year 1598 in the Gregorian calendar) from a 59 year-old coroner, John Derrick, who gave witness that when he was a scholar at the "Free School at Guildford", fifty years earlier, "hee and diverse of his fellows did runne and play [on the common land] at creckett and other plaies."[13][14] It is believed that it was originally a children's game but references around 1610[14] indicate that adults had started playing it and the earliest reference to inter-parish or village cricket occurs soon afterwards. In 1624, a player called Jasper Vinall was killed when he was struck on the head during a match between two parish teams in Sussex.[15]

During the 17th century, numerous references indicate the growth of cricket in the south-east of England. By the end of the century, it had become an organised activity being played for high stakes and it is believed that the first professionals appeared in the years following the Restoration in 1660. A newspaper report survives of "a great cricket match" with eleven players a side that was played for high stakes in Sussex in 1697 and this is the earliest known reference to a cricket match of such importance.

The game underwent major development in the 18th century and became the national sport of England. Betting played a major part in that development with rich patrons forming their own "select XIs". Cricket was prominent in London as early as 1707 and large crowds flocked to matches on the Artillery Ground in Finsbury. The single wicket form of the sport attracted huge crowds and wagers to match. Bowling evolved around 1760 when bowlers began to pitch the ball instead of rolling or skimming it towards the batsman. This caused a revolution in bat design because, to deal with the bouncing ball, it was necessary to introduce the modern straight bat in place of the old "hockey stick" shape. The Hambledon Club was founded in the 1760s and, for the next 20 years until the formation of MCC and the opening of Lord's Old Ground in 1787, Hambledon was both the game's greatest club and its focal point. MCC quickly became the sport's premier club and the custodian of the Laws of Cricket. New Laws introduced in the latter part of the 18th century included the three stump wicket and leg before wicket (lbw).
The 19th century saw underarm bowling replaced by first roundarm and then overarm bowling. Both developments were controversial. Organisation of the game at county level led to the creation of the county clubs, starting with Sussex CCC in 1839, which ultimately formed the official County Championship in 1890. Meanwhile, the British Empire had been instrumental in spreading the game overseas and by the middle of the 19th century it had become well established in India, North America, the Caribbean, South Africa, Australia and New Zealand. In 1844, the first international cricket match took place between the United States and Canada (although neither has ever been ranked as a Test-playing nation).

In 1859, a team of England players went on the first overseas tour (to North America). The first Australian team to tour overseas was a team of Aboriginal stockmen who travelled to England in 1868 to play matches against county teams.[17] In 1862, an English team made the first tour of Australia and in 1876–77, an England team took part in the first-ever Test match at the Melbourne Cricket Ground against Australia.

W G Grace started his long career in 1865; his career is often said to have revolutionised the sport.[18] The rivalry between England and Australia gave birth to The Ashes in 1882 and this has remained Test cricket's most famous contest[citation needed]. Test cricket began to expand in 1888–89 when South Africa played England. The last two decades before the First World War have been called the "Golden Age of cricket". It is a nostalgic name prompted by the collective sense of loss resulting from the war, but the period did produce some great players and memorable matches, especially as organised competition at county and Test level developed.

The inter-war years were dominated by one player: Australia's Don Bradman, statistically the greatest batsman of all time. It was the determination of the England team to overcome his skill that brought about the infamous Bodyline series in 1932–33, particularly from the accurate short-pitched bowling of Harold Larwood. Test cricket continued to expand during the 20th century with the addition of the West Indies, India, and New Zealand before the Second World War and then Pakistan, Sri Lanka, and Bangladesh in the post-war period. However, South Africa was banned from international cricket from 1970 to 1992 because of its government's apartheid policy.

Cricket entered a new era in 1963 when English counties introduced the limited overs variant. As it was sure to produce a result, limited overs cricket was lucrative and the number of matches increased. The first Limited Overs International was played in 1971. The governing International Cricket Council (ICC) saw its potential and staged the first limited overs Cricket World Cup in 1975. In the 21st century, a new limited overs form, Twenty20, has made an immediate impact.

Rules and game-play
Summary

A cricket match is played between two teams of eleven players each[19][20] on a grassy field, typically 137–150 metres (150–160 yd) in diameter.[21] The Laws of Cricket do not specify the size or shape of the field[22] but it is often oval.

A cricket match is divided into periods called innings. During an innings (innings ends with 's' in both singular and plural form), one team plays defense (the fielding team) and the other offense (the batting team). The two teams switch between fielding and batting after each innings. All eleven members of the fielding team take the field, but only two members of the batting team (two batsmen) are on the field at any given time.

The key action takes place in the pitch, a rectangular strip in the centre of the field. The two batsmen face each other at opposite ends of the pitch. The fielding team's eleven members stand outside the pitch, spread out across the field.

Behind each batsman is a target called a wicket. One designated member of the fielding team, called the bowler, is given a ball, and attempts to throw (bowl) the ball from one end of the pitch to the wicket behind the batsman on the other side of the pitch. The batsman tries to prevent the ball from hitting the wicket by striking the ball with a bat. If the bowler succeeds in hitting the wicket, or if the ball, after being struck by the batsman, is caught by the fielding team before it touches the ground, the batsman is dismissed. A dismissed batsman must leave the field, to be replaced by another batsman from the batting team.

If the batsman is successful in striking the ball and the ball isn't caught before it hits the ground, the two batsmen may then try to score points (runs) for their team by running across the pitch, switching positions. Each switch of positions is worth one run. The batsmen may attempt multiple runs or they may attempt no runs. By attempting runs, the batsmen risk dismissal, which can happen if the fielding team retrieves the ball and hits a wicket with the ball before a batsman has reached that end of the pitch.

If the batsman hits the bowled ball over the field boundary without the ball touching the field, the batting team scores six runs and may not attempt more. If the ball touches the ground and then reaches the boundary, the batting team scores four runs and may not attempt more. When the batsmen have finished attempting their runs, the ball is returned to the bowler to be bowled again. The bowler continues to bowl toward the same wicket, regardless of any switch of the batsmen's positions.[23]

After a bowler has bowled six times (an over), another member of the fielding team is designated as the new bowler. The new bowler bowls to the opposite wicket, and play continues. Fielding team members may bowl multiple times during an innings, but may not bowl two overs in succession.

The innings is complete when 10 of the 11 members of the batting team have been dismissed or a set number of overs has been played. The number of innings and the number of overs per innings vary depending on the match.
Objectives

The objective of each team is to score more runs than the other team and to completely dismiss the other team. In limited overs cricket, winning the game is achieved by scoring the most runs, even if the opposition has not been completely dismissed. In Test cricket, it is necessary to score the most runs and dismiss the opposition twice in order to win the match, which would otherwise be drawn.
Pitch, wickets and creases
At either end of the pitch, 22 yards (20 m) apart, are placed the wickets. These serve as a target for the bowling (aka fielding) side and are defended by the batting side which seeks to accumulate runs. The pitch is 22 yards (20 m) or one chain[24] in length between the wickets and is 10 feet (3.0 m) wide. It is a flat surface and has very short grass that tends to be worn away as the game progresses. The "condition" of the pitch has a significant bearing on the match and team tactics are always determined with the state of the pitch, both current and anticipated, as a deciding factor.

Each wicket consists of three wooden stumps placed in a straight line and surmounted by two wooden crosspieces called bails; the total height of the wicket including bails is 28.5 inches (720 mm) and the combined width of the three stumps is 9 inches (230 mm).
Four lines, known as creases, are painted onto the pitch around the wicket areas to define the batsman's "safe territory" and to determine the limit of the bowler's approach. These are called the "popping" (or batting) crease, the bowling crease and two "return" creases.
The stumps are placed in line on the bowling creases and so these must be 22 yards (20 m) apart. A bowling crease is 8 feet 8 inches (2.64 m) long with the middle stump placed dead centre. The popping crease has the same length, is parallel to the bowling crease and is 4 feet (1.2 m) in front of the wicket. The return creases are perpendicular to the other two; they are adjoined to the ends of the popping crease and are drawn through the ends of the bowling crease to a length of at least 8 feet (2.4 m).

When bowling the ball, the bowler's back foot in his "delivery stride" must land within the two return creases while his front foot must land on or behind the popping crease. If the bowler breaks this rule, the umpire calls "No ball".

The importance of the popping crease to the batsman is that it marks the limit of his safe territory for he can be stumped or run out (see Dismissals below) if the wicket is broken while he is "out of his ground".
Bat and ball
The essence of the sport is that a bowler delivers the ball from his end of the pitch towards the batsman who, armed with a bat is "on strike" at the other end.

The bat is made of wood (usually White Willow) and has the shape of a blade topped by a cylindrical handle. The blade must not be more than 4.25 inches (108 mm) wide and the total length of the bat not more than 38 inches (970 mm).

The ball is a hard leather-seamed spheroid with a circumference of 9 inches (230 mm). The hardness of the ball, which can be delivered at speeds of more than 90 miles per hour (140 km/h), is a matter for concern and batsmen wear protective clothing including pads (designed to protect the knees and shins), batting gloves for the hands, a helmet for the head and a box inside the trousers (to protect the crotch area). Some batsmen wear additional padding inside their shirts and trousers such as thigh pads, arm pads, rib protectors and shoulder pads.
Umpires and scorers
The game on the field is regulated by two umpires, one of whom stands behind the wicket at the bowler's end, the other in a position called "square leg", a position 15–20 metres to the side of the "on strike" batsman. When the bowler delivers the ball, the umpire at the wicket is between the bowler and the non-striker. The umpires confer if there is doubt about playing conditions and can postpone the match by taking the players off the field if necessary, for example rain or deterioration of the light.
Off the field and in televised matches, there is often a third umpire who can make decisions on certain incidents with the aid of video evidence. The third umpire is mandatory under the playing conditions for Test matches and limited overs internationals played between two ICC full members. These matches also have a match referee whose job is to ensure that play is within the Laws of cricket and the spirit of the game.

Off the field, the match details including runs and dismissals are recorded by two official scorers, one representing each team. The scorers are directed by the hand signals of an umpire. For example, the umpire raises a forefinger to signal that the batsman is out (has been dismissed); he raises both arms above his head if the batsman has hit the ball for six runs. The scorers are required by the Laws of cricket to record all runs scored, wickets taken and overs bowled. In practice, they accumulate much additional data such as bowling analyses and run rates.
Innings
The innings (ending with 's' in both singular and plural form) is the term used for the collective performance of the batting side.[25] In theory, all eleven members of the batting side take a turn to bat but, for various reasons, an innings can end before they all do so.

Depending on the type of match being played, each team has one or two innings apiece. The term "innings" is also sometimes used to describe an individual batsman's contribution ("he played a fine innings").

The main aim of the bowler, supported by his fielders, is to dismiss the batsman. A batsman when dismissed is said to be "out" and that means he must leave the field of play and be replaced by the next batsman on his team. When ten batsmen have been dismissed (i.e., are out), then the whole team is dismissed and the innings is over. The last batsman, the one who has not been dismissed, is not allowed to continue alone as there must always be two batsmen "in". This batsman is termed "not out".

An innings can end early for three reasons: because the batting side's captain has chosen to "declare" the innings closed (which is a tactical decision), or because the batting side has achieved its target and won the game, or because the game has ended prematurely due to bad weather or running out of time. In each of these cases the team's innings ends with two "not out" batsmen, unless the innings is declared closed at the fall of a wicket and the next batsman has not joined in the play.

In limited overs cricket, there might be two batsmen still "not out" when the last of the allotted overs has been bowled.
Overs
Main article: Over (cricket)

The bowler bowls the ball in sets of six deliveries (or "balls") and each set of six balls is called an over. This name came about because the umpire calls "Over!" when six balls have been bowled. At this point, another bowler is deployed at the other end, and the fielding side changes ends while the batsmen do not. A bowler cannot bowl two successive overs, although a bowler can bowl unchanged at the same end for several overs. The batsmen do not change ends and so the one who was non-striker is now the striker and vice-versa. The umpires also change positions so that the one who was at square leg now stands behind the wicket at the non-striker's end and vice-versa.
Team structure

A team consists of eleven players. Depending on his or her primary skills, a player may be classified as a specialist batsman or bowler. A well-balanced team usually has five or six specialist batsmen and four or five specialist bowlers. Teams nearly always include a specialist wicket-keeper because of the importance of this fielding position. Each team is headed by a captain who is responsible for making tactical decisions such as determining the batting order, the placement of fielders and the rotation of bowlers.

A player who excels in both batting and bowling is known as an all-rounder. One who excels as a batsman and wicket-keeper is known as a "wicket-keeper/batsman", sometimes regarded as a type of all-rounder. True all-rounders are rare as most players focus on either batting or bowling skills.
Bowling
The bowler reaches his delivery stride by means of a "run-up", although some bowlers with a very slow delivery take no more than a couple of steps before bowling. A fast bowler needs momentum and takes quite a long run-up, running very fast as he does so.

The fastest bowlers can deliver the ball at a speed of over 90 miles per hour (140 km/h) and they sometimes rely on sheer speed to try and defeat the batsman, who is forced to react very quickly. Other fast bowlers rely on a mixture of speed and guile. Some fast bowlers make use of the seam of the ball so that it "curves" or "swings" in flight. This type of delivery can deceive a batsman into mistiming his shot so that the ball touches the edge of the bat and can then be "caught behind" by the wicketkeeper or a slip fielder.

At the other end of the bowling scale is the "spinner" who bowls at a relatively slow pace and relies entirely on guile to deceive the batsman. A spinner will often "buy his wicket" by "tossing one up" (in a slower, higher parabolic path) to lure the batsman into making a poor shot. The batsman has to be very wary of such deliveries as they are often "flighted" or spun so that the ball will not behave quite as he expects and he could be "trapped" into getting himself out.

In between the pacemen and the spinners are the "medium pacers" who rely on persistent accuracy to try and contain the rate of scoring and wear down the batsman's concentration.

All bowlers are classified according to their looks or style. The classifications, as with much cricket terminology, can be very confusing. Hence, a bowler could be classified as LF, meaning he is a left arm fast bowler; or as LBG, meaning he is a right arm spin bowler who bowls deliveries that are called a "leg break" and a "Googly".

During the bowling action the elbow may be held at any angle and may bend further, but may not straighten out. If the elbow straightens illegally then the square-leg umpire may call no-ball: this is known as "throwing" or "chucking", and can be difficult to detect. The current laws allow a bowler to straighten his arm 15 degrees or less.
Fielding
All eleven players on the fielding side take the field together. One of them is the wicket-keeper aka "keeper" who operates behind the wicket being defended by the batsman on strike. Wicket-keeping is normally a specialist occupation and his primary job is to gather deliveries that the batsman does not hit, so that the batsmen cannot run byes. He wears special gloves (he is the only fielder allowed to do so), a box over the groin, and pads to cover his lower legs. Owing to his position directly behind the striker, the wicket-keeper has a good chance of getting a batsman out caught off a fine edge from the bat. He is the only player who can get a batsman out stumped.

Apart from the one currently bowling, the other nine fielders are tactically deployed by the team captain in chosen positions around the field. These positions are not fixed but they are known by specific and sometimes colourful names such as "slip", "third man", "silly mid on" and "long leg". There are always many unprotected areas.

The captain is the most important member of the fielding side as he determines all the tactics including who should bowl (and how); and he is responsible for "setting the field", though usually in consultation with the bowler.

In all forms of cricket, if a fielder gets injured or becomes ill during a match, a substitute is allowed to field instead of him. The substitute cannot bowl, act as a captain or keep wicket. The substitute leaves the field when the injured player is fit to return.
Batting
At any one time, there are two batsmen in the playing area. One takes station at the striker's end to defend the wicket as above and to score runs if possible. His partner, the non-striker, is at the end where the bowler is operating.

Batsmen come in to bat in a batting order, decided by the team captain. The first two batsmen – the "openers" – usually face the hostile bowling from fresh fast bowlers with a new ball. The top batting positions are usually given to the most competent batsmen in the team, and the non-batsmen typically bat last. The pre-announced batting order is not mandatory and when a wicket falls any player who has not yet batted may be sent in next.

If a batsman "retires" (usually due to injury) and cannot return, he is actually "not out" and his retirement does not count as a dismissal, though in effect he has been dismissed because his innings is over. Substitute batsmen are not allowed.

A skilled batsman can use a wide array of "shots" or "strokes" in both defensive and attacking mode. The idea is to hit the ball to best effect with the flat surface of the bat's blade. If the ball touches the side of the bat it is called an "edge". Batsmen do not always seek to hit the ball as hard as possible, and a good player can score runs just by making a deft stroke with a turn of the wrists or by simply "blocking" the ball but directing it away from fielders so that he has time to take a run.

There is a wide variety of shots played in cricket. The batsman's repertoire includes strokes named according to the style of swing and the direction aimed: e.g., "cut", "drive", "hook", "pull".

Note that a batsman does not have to play a shot and can "leave" the ball to go through to the wicketkeeper, providing he thinks it will not hit his wicket. Equally, he does not have to attempt a run when he hits the ball with his bat. He can deliberately use his leg to block the ball and thereby "pad it away" but this is risky because of the leg before wicket rule.

In the event of an injured batsman being fit to bat but not to run, the umpires and the fielding captain may allow another member of the batting side to be a runner. The runner's only task is to run between the wickets instead of the injured batsman. The runner is required to wear and carry exactly the same equipment as the incapacitated batsman. It is possible for both batsmen to have runners.
Runs
The primary concern of the batsman on strike (i.e., the "striker") is to prevent the ball hitting the wicket and secondarily to score runs by hitting the ball with his bat so that he and his partner have time to run from one end of the pitch to the other before the fielding side can return the ball. To register a run, both runners must touch the ground behind the crease with either their bats or their bodies (the batsmen carry their bats as they run). Each completed run increments the score.

More than one run can be scored from a single hit; but, while hits worth one to three runs are common, the size of the field is such that it is usually difficult to run four or more. To compensate for this, hits that reach the boundary of the field are automatically awarded four runs if the ball touches the ground en route to the boundary or six runs if the ball clears the boundary on the full. The batsmen do not need to run if the ball reaches or crosses the boundary.
Hits for five are unusual and generally rely on the help of "overthrows" by a fielder returning the ball. If an odd number of runs is scored by the striker, the two batsmen have changed ends, and the one who was non-striker is now the striker. Only the striker can score individual runs, but all runs are added to the team's total.

The decision to attempt a run is ideally made by the batsman who has the better view of the ball's progress, and this is communicated by calling: "yes", "no" and "wait" are often heard.

Running is a calculated risk because if a fielder breaks the wicket with the ball while the nearest batsman is out of his ground (i.e., he does not have part of his body or bat in contact with the ground behind the popping crease), the batsman is run out.

A team's score is reported in terms of the number of runs scored and the number of batsmen that have been dismissed. For example, if five batsmen are out and the team has scored 224 runs, they are said to have scored 224 for the loss of 5 wickets (commonly shortened to "224 for five" and written 224/5 or, in Australia, "five for 224" and 5/224).
Extras
Additional runs can be gained by the batting team as extras (called "sundries" in Australia) due to errors made by the fielding side. This is achieved in four ways:

    No ball: a penalty of one extra that is conceded by the bowler if he breaks the rules of bowling either by (a) using an inappropriate arm action; (b) overstepping the popping crease; (c) having a foot outside the return crease. In addition, the bowler has to re-bowl the ball. In limited overs matches, a no ball is called if the bowling team's field setting fails to comply with the restrictions. In shorter formats of the game (20–20, ODI) the free hit rule has been introduced. The ball following a front foot no-ball will be a free-hit for the batsman, whereby he is safe from losing his wicket except for being run-out.
    Wide: a penalty of one extra that is conceded by the bowler if he bowls so that the ball is out of the batsman's reach; as with a no ball, a wide must be re-bowled.
    Bye: extra(s) awarded if the batsman misses the ball and it goes past the wicketkeeper to give the batsmen time to run in the conventional way (note that one mark of a good wicketkeeper is one who restricts the tally of byes to a minimum).
    Leg bye: extra(s) awarded if the ball hits the batsman's body, but not his bat, while attempting a legitimate shot, and it goes away from the fielders to give the batsmen time to run in the conventional way.

When the bowler has bowled a no ball or a wide, his team incurs an additional penalty because that ball (i.e., delivery) has to be bowled again and hence the batting side has the opportunity to score more runs from this extra ball. The batsmen have to run (i.e., unless the ball goes to the boundary for four) to claim byes and leg byes but these only count towards the team total, not to the striker's individual total for which runs must be scored off the bat.
Dismissals (outs)

There are ten ways in which a batsman can be dismissed and some are so unusual that only a few instances of them exist in the whole history of the game. The common forms of dismissal are "bowled", "caught", "leg before wicket" (lbw), "run out", and "stumped". The unusual methods are "hit wicket", "hit the ball twice", "obstructed the field", "handled the ball" and "timed out".

Before the umpire will award a dismissal and declare the batsman to be out, a member of the fielding side (generally the bowler) must "appeal". This is invariably done by asking (or shouting) the term "Howzat?" which means, simply enough, "How is that?" If the umpire agrees with the appeal, he will raise a forefinger and say "Out!". Otherwise he will shake his head and say "Not out". Appeals are particularly loud when the circumstances of the claimed dismissal are unclear, as is always the case with lbw and often with run outs and stumpings.

    Bowled: the bowler has hit the wicket with the ball and the wicket has "broken" with at least one bail being dislodged (note that if the ball hits the wicket without dislodging a bail it is not out).[26]
    Caught: the batsman has hit the ball with his bat, or with his hand which was holding the bat, and the ball has been caught before it has touched the ground by a member of the fielding side.[27]
    Leg before wicket (lbw): first and foremost, the ball must, in the opinion of the on-field umpire, be going on to hit the stumps if the ball had not hit the pad of the batsman first. If the batsman plays an attempted shot to the delivery, then the ball must hit the batsman's pad in line with the stumps and be going on to hit the stumps for the batsman to be given out. If the batsman does not attempt to play a shot, then the ball does not have to hit the pad in line with the stumps but it still must be going on to hit the stumps. If the ball pitches outside the leg stump, then the batsman cannot be given out under any circumstances.[28]
    Run out: a member of the fielding side has broken or "put down" the wicket with the ball while a batsman was out of his ground; this usually occurs by means of an accurate throw to the wicket while the batsmen are attempting a run, although a batsman can be given out Run out even when he is not attempting a run; he merely needs to be out of his ground.[29]
    Stumped is similar except that it is done by the wicketkeeper after the batsman has missed the bowled ball and has stepped out of his ground, and is not attempting a run.[30]
    Hit wicket: a batsman is out hit wicket, if he dislodges one or both bails with his bat, person, clothing or equipment in the act of receiving a ball, or in setting off for a run having just received a ball.[31]
    Hit the ball twice is very unusual and was introduced as a safety measure to counter dangerous play and protect the fielders. The batsman may legally play the ball a second time only to stop the ball hitting the wicket after he has already played it.[32]
    Obstructing the field: another unusual dismissal which tends to involve a batsman deliberately getting in the way of a fielder.[33]
    Handled the ball: a batsman must not deliberately touch the ball with his hand, for example to protect his wicket. Note that the batsman's hand or glove counts as part of the bat while the hand is holding the bat, so batsmen are frequently caught off their gloves.[34]
    Timed out usually means that the next batsman did not arrive at the wicket within three minutes of the previous one being dismissed.[35]

In the vast majority of cases, it is the striker who is out when a dismissal occurs. If the non-striker is dismissed it is usually by being run out, but he could also be dismissed for obstructing the field, handling the ball or being timed out.

A batsman may leave the field without being dismissed. If injured or taken ill the batsman may temporarily retire, and be replaced by the next batsman. This is recorded as retired hurt or retired ill. The retiring batsman is not out, and may resume the innings later. An unimpaired batsman may retire, and this is treated as being dismissed retired out; no player is credited with the dismissal. Batsmen cannot be out bowled, caught, leg before wicket, stumped or hit wicket off a no ball. They cannot be out bowled, caught, leg before wicket, or hit the ball twice off a wide. Some of these modes of dismissal can occur without the bowler bowling a delivery. The batsman who is not on strike may be run out by the bowler if he leaves his crease before the bowler bowls, and a batsman can be out obstructing the field or retired out at any time. Timed out is, by its nature, a dismissal without a delivery. With all other modes of dismissal, only one batsman can be dismissed per ball bowled.
Innings closed
Main article: End of an innings (cricket)

An innings is closed when:

    Ten of the eleven batsmen are out (have been dismissed); in this case, the team is said to be "all out"
    The team has only one batsman left who can bat, one or more of the remaining players being unavailable owing to injury, illness or absence; again, the team is said to be "all out"
    The team batting last reaches the score required to win the match
    The predetermined number of overs has been bowled (in a one-day match only, commonly 50 overs; or 20 in Twenty20)
    A captain declares his team's innings closed while at least two of his batsmen are not out (this does not apply in one-day limited over matches)

Results
Main article: Result (cricket)

If the team that bats last is all out having scored fewer runs than their opponents, the team is said to have "lost by n runs" (where n is the difference between the number of runs scored by the teams). If the team that bats last scores enough runs to win, it is said to have "won by n wickets", where n is the number of wickets left to fall. For instance a team that passes its opponents' score having only lost six wickets would have won "by four wickets".

In a two-innings-a-side match, one team's combined first and second innings total may be less than the other side's first innings total. The team with the greater score is then said to have won by an innings and n runs, and does not need to bat again: n is the difference between the two teams' aggregate scores.

If the team batting last is all out, and both sides have scored the same number of runs, then the match is a tie; this result is quite rare in matches of two innings a side. In the traditional form of the game, if the time allotted for the match expires before either side can win, then the game is declared a draw.

If the match has only a single innings per side, then a maximum number of deliveries for each innings is often imposed. Such a match is called a "limited overs" or "one-day" match, and the side scoring more runs wins regardless of the number of wickets lost, so that a draw cannot occur. If this kind of match is temporarily interrupted by bad weather, then a complex mathematical formula, known as the Duckworth-Lewis method after its developers, is often used to recalculate a new target score. A one-day match can also be declared a "no-result" if fewer than a previously agreed number of overs have been bowled by either team, in circumstances that make normal resumption of play impossible; for example, wet weather.
 


Golf
Play of the game
Every round of golf is based on playing a number of holes in a given order. A 'round' typically consists of 18 holes that are played in the order determined by the course layout. On a nine-hole course, a standard round consists of two consecutive nine-hole rounds.

Playing a hole on a golf course is initiated by putting a ball into play by striking it with a club on the teeing ground (also called the tee box, or simply the tee). When this initial stroke (or 'shot') is required to be long due to the length of the hole, it is usual (but not required) for a golfer to suspend (or 'tee-up') the ball on a tee prior to striking it. A tee in this last sense is a small peg which can be used to elevate the ball slightly above the ground up to a few centimetres high. This elevation is at the discretion of the golfer. Tees are commonly made of wood but may be constructed of any material; the ball may even be teed on a mound of grass or dirt (at one time a small pile of sand placed by the golfer was routinely used and sand was provided at teeing grounds for golfers' use).

When the initial shot on a hole is a long-distance shot intended to move the ball a great distance down the fairway, this shot is commonly called a 'drive'. Shorter holes generally are initiated with shorter clubs called irons. Once the ball comes to rest, the golfer strikes it again as many times as necessary using shots that are variously known as a 'lay-up', an 'approach', a 'pitch', or a 'chip', until the ball reaches the green, where he or she then 'putts' the ball into the hole (commonly called "sinking the putt"). The goal of getting the ball into the hole ("holing" the ball) in as few strokes as possible may be impeded by obstacles such as areas of long grass called 'rough' (usually found alongside fairways) which both slows any ball that contacts it and makes it harder to advance a ball that has stopped on it, bunkers (or sand traps), and water hazards.[13] In most forms of gameplay, each player plays his or her ball until it is holed.

Players can walk to their next shot or drive in golf carts over the course. The game can be played either individually or in groups and sometimes accompanied by caddies, who carry and manage the players' equipment and who are allowed by the rules to give advice on the play of the course.[17] A caddy's advice can only be given to the player or players for whom the caddy is working, and not to competing players.
Rules and regulations
The rules of golf are internationally standardised and are jointly governed by The R&A, spun off in 2004 from The Royal and Ancient Golf Club of St Andrews (founded 1754), and the United States Golf Association (USGA).[18][19]

The underlying principle of the rules is fairness. As stated on the back cover of the official rule book:

    Play the ball as it lies, play the course as you find it, and if you cannot do either, do what is fair.

There are strict regulations regarding the amateur status of golfers.[20] Essentially, anybody who has ever received payment or compensation for giving instruction, or played golf for money, is not considered an amateur and may not participate in competitions limited solely to amateurs. However, amateur golfers may receive expenses which comply with strict guidelines and they may accept non-cash prizes within the limits established by the Rules of Amateur Status.

In addition to the officially printed rules, golfers also abide by a set of guidelines called golf etiquette. Etiquette guidelines cover matters such as safety, fairness, pace of play, and a player's obligation to contribute to the care of the course. Though there are no penalties for breach of etiquette rules, players generally follow the rules of golf etiquette in an effort to improve everyone's playing experience
Penalties
Penalties are incurred in certain situations. They are counted towards a player's score as if there were extra swing(s) at the ball. Strokes are added for rule infractions or for hitting one's ball into an unplayable situation.

A lost ball or a ball hit out of bounds result in a penalty of one stroke and distance (Rule 27–1). A one-stroke penalty is assessed if a player's equipment causes the ball to move or the removal of a loose impediment causes the ball to move (Rule 18–2). If a golfer makes a stroke at the wrong ball (Rule 19–2) or hits a fellow golfer's ball with a putt (Rule 19–5), the player incurs a two-stroke penalty. Most rule infractions lead to stroke penalties but also can lead to disqualification. Disqualification could be from cheating, signing for a lower score, or from rule infractions that lead to improper play.[21]

Scoring and handicapping
Par
A hole is classified by its par, meaning the number of strokes a skilled golfer should require to complete play of the hole.[13] For example, a skilled golfer expects to reach the green on a par-4 hole in two strokes: one from the tee (the 'drive') and another, second, stroke to the green (the 'approach'); and then roll the ball into the hole in two putts for par. This would be termed a 'green in regulation' (GIR). A hole is either a par-3, ?4 or ?5. Par-6 holes are extremely rare.[23]

The key factor for classifying the par of a hole is the distance from the tee to the green. A typical par-3 hole is less than 250 yards (225 m) in length, with a par-4 hole ranging between 251 and 475 yards (225–434 m), and a par-5 hole being longer than 475 yards (435 m). The rare par-6s can stretch well over 650 yards (595 m).

The gradient of the hole can also affect its par. If the tee-to-green distance on a hole is predominantly downhill, it will play shorter than its physical length and may be given a lower par; the opposite is true for uphill holes. Par ratings are also affected by factors such as the placement of hazards or the shape of the green, which can affect the play of a hole by requiring an extra stroke to avoid playing into hazards.[24]

Eighteen-hole courses may typically comprise four par-3, ten par-4, and four par-5 holes, though other combinations exist and are not less worthy than courses of par-72. Many major championships are contested on courses playing to a par of 70, 71, or 72. Additionally, in some countries, courses are classified according to their play difficulty, which may be used to calculate a golfer's playing handicap for a given course.[25]
Scoring
In every form of play, the goal is to play as few strokes per round as possible. A hole in one (or an 'ace') occurs when a golfer sinks his ball into the cup with his first stroke from the tee. Common scores for a hole also have specific terms.[13]
Numeric term     Name     Definition
?3     Albatross     three strokes under par
?2     Eagle     two strokes under par
?1     Birdie     one stroke under par
E     Par     equal to par
+1     Bogey     one stroke over par
+2     Double bogey     two strokes over par
+3     Triple bogey     three strokes over par


Basic forms of golf
Match play

In match play, two players (or two teams) play each hole as a separate contest against each other. The party with the lower score wins that hole, or if the scores of both players or teams are equal the hole is 'halved' (or tied). The game is won by the party that wins more holes than the other. In the case that one team or player has taken a lead that cannot be overcome in the number of holes remaining to be played, the match is deemed to be won by the party in the lead, and the remainder of the holes are not played. For example, if one party already has a lead of six holes, and only five holes remain to be played on the course, the match is over and the winning party is deemed to have won "6 & 5". At any given point, if the lead is equal to the number of holes remaining, the match is said to be 'dormie', and is continued until the leader increases the lead by one hole or ties any of the remaining holes, thereby winning the match, or until the match ends in a tie with the lead player's opponent winning all remaining holes. When the game is tied after the predetermined number of holes have been played, it may be continued until one side takes a one-hole lead.[13]
Stroke play

In stroke play, the score achieved for each and every hole of the round or tournament is added to produce the total score, and the player with the lowest score wins. Stroke play is the game most commonly played by professional golfers. If there is a tie after the regulation number of holes in a professional tournament, a playoff takes place between all tied players. Playoffs are either sudden death or employ a pre-determined number of holes, anywhere from three to a full 18. In sudden death, a player who scores lower on a hole than all of his opponents wins the match. If at least two players remain tied after such a playoff using a pre-determined number of holes, then play continues in sudden death format, where the first player to win a hole wins the tournament
 


Handball
Rules

Unless otherwise noted, the rules described are the official international rules[2] provided by the International Handball Federation (IHF).
[edit] Summary

The handball playing field is similar to an indoor soccer field. Two teams of seven players (six field players plus one goalkeeper) take the field and attempt to score points by putting the game ball into the opposing team's goal. In handling the ball, players are subject to the following restrictions:

    After receiving the ball, players can only hold the ball for three seconds before passing, dribbling (similar to a basketball dribble), or shooting.
    After receiving the ball, players can take up to three steps without dribbling. If players dribble, they may take an additional three steps.
    Players that stop dribbling have three seconds to pass or shoot. They may take three additional steps during this time.
    No players other than the defending goalkeeper are allowed within the goal line (within 6 meters of the goal). Goalkeepers are allowed outside this line.

[edit] Playing field

Handball is played on a court 40 by 20 metres (130 ? 66 ft), with a goal in the center of each end. The goals are surrounded by a near-semicircular area, called the zone or the crease, defined by a line six meters from the goal. A dashed near-semicircular line nine meters from the goal marks the free-throw line. Each line on the court is part of the area it encompasses. This implies that the middle line belongs to both halves at the same time.
[edit] Goals

Each goal has a rectangular clearance area of three meters in the width and two meters in the height. It must be securely bolted either to the floor or the wall behind.

The goal posts and the crossbar must be made out of the same material (e.g. wood or aluminium) and feature a quadratic cross section with a side of 8 cm (3 in). The three sides of the beams visible from the playing field must be painted alternatingly in two contrasting colors which both have to contrast against the background. The colors on both goals must be the same.

Each goal must feature a net. This must be fastened in such a way that a ball thrown into does not leave or pass the goal under normal circumstances. If necessary, a second net may be clasped to the back of the net on the inside.
[edit] D-Zone

The goals are surrounded by the crease. This area is delimited by two quarter circles with a radius of six meters around the far corners of each goal post and a connecting line parallel to the goal line. Only the defending goalkeeper is allowed inside this zone. However, the court players may catch and touch the ball in the air within it as long as the player starts his jump outside the zone and releases the ball before he lands (landing inside the perimeter is allowed in this case).

If a player contacts the ground inside the goal perimeter he must take the most direct path out of it. However, should a player cross the zone in an attempt to gain an advantage (e.g. better position) his team cedes the ball. Similarly, violation of the zone by a defending player is only penalized if he does so to gain an advantage in defending.
[edit] Substitution area

Outside of one long edge of the playing field to both sides of the middle line are the substitution areas for each team. The areas usually contain the benches as seating opportunities. Team officials, substitutes and suspended players must wait within this area. The area always lies to the same side as the team's own goal. During half-time substitution areas are swapped. Any player entering or leaving the play must cross the substitution line which is part of the side line and extends 4.5 meters from the middle line to the team's side.
[edit] Duration
Team timeout.

A standard match for all teams of 16 and older has two periods of 30 minutes with a 15 minute half-time. Teams switch sides of the court at halftime, as well as benches. For youths the game duration is:

    2 x 25 minutes at ages 12 to 16.
    2 x 20 minutes at ages 8 to 12.

However, national federations of some countries may differ in their implementation from the official guidelines.

If a decision must be reached in a particular match (e.g. in a tournament) and it ends in a draw after regular time, there are at maximum two overtimes of 2 x 5 minutes with a 1 minute break each. Should these not decide the game either, the winning team is determined in a penalty shootout (best-of-5 rounds; if still tied, extra rounds afterwards until won by one team).

The referees may call timeout according to their sole discretion, typical reasons are injuries, suspensions or court cleaning. Penalty throws should only trigger a timeout for lengthy delays as a change of the goalkeeper.

Each team may call one team timeout (TTO) per period which lasts one minute. This right may only be invoked by team in ball possession. To do so, the representative of the team lays a green card marked with a black "T" on the desk of the timekeeper. The timekeeper then immediately interrupts the game by sounding an acoustic signal and stops the time.
[edit] Referees

A Handball match is led by two equal referees.Namely the goal line referee and the court referee. Some national bodies allow games with only a single referee in special cases like illness on short notice. Should the referees disagree on any occasion, a decision is made on mutual agreement during a short timeout, or, in case of punishments, the more severe of the two comes into effect. The referees are obliged to make their decisions "on the basis of their observations of facts".[3] Their judgements are final and can only be appealed against if not in compliance with the rules.
The referees (blue shirts) keep both teams between them.

The referees position themselves in such a way that the team players are confined between them. They stand diagonally aligned so that each can observe one side line. Depending on their positions one is called field referee and the other goal referee. These positions automatically switch on ball turnover. They physically exchange their positions approximately every 10 minutes (long exchange) and change sides every 5 minutes (short exchange).

The IHF defines 18 hand signals for quick visual communication with players and officials. The signal for warning or disqualification is accompanied by a yellow or red card,[4] respectively. The referees also use whistle blows to indicate infractions or restart the play.

The referees are supported by a scorekeeper and a timekeeper who attend to formal things like keeping track of goals and suspensions or starting and stopping the clock, respectively. They also have an eye on the benches and notify the referees on substitution errors. Their desk is located in between both substitutions areas.
[edit] Team players, substitutes and officials

Each team consists of 7 players on court and up to 7 substitute players on the bench. One player on the court must be the designated goalkeeper differing in his or her clothing from the rest of the field players. Substitution of players can be done in any number and at any time during game play. An exchange takes place over the substitution line. A prior notification of the referees is not necessary.

Some national bodies as the Deutscher Handball Bund (DHB, "German Handball Federation") allow substitution in junior teams only when in ball possession or during timeouts. This restriction is intended to prevent early specialization of players to offense or defense.
[edit] Field players

Field players are allowed to touch the ball with any part of their bodies above and including the knee. As in several other team sports, a distinction is made between catching and dribbling. A player who is in possession of the ball may stand stationary for only three seconds and may only take three steps. They must then either shoot, pass or dribble the ball. At any time taking more than three steps is considered travelling and results in a turnover. A player may dribble as many times as he wants (though since passing is faster it is the preferred method of attack) as long as during each dribble his hand contacts only the top of the ball. Therefore carrying is completely prohibited, and results in a turnover. After the dribble is picked up, the player has the right to another three seconds or three steps. The ball must then be passed or shot as further holding or dribbling will result in a "double dribble" turnover and a free throw for the other team. Other offensive infractions that result in a turnover include, charging, setting an illegal screen, or carrying the ball into the six meter zone.
[edit] Goalkeeper

Only the goalkeeper is allowed to move freely within the goal perimeter, although he may not cross the goal perimeter line while carrying or dribbling the ball. Within the zone, he is allowed to touch the ball with all parts of his body including his feet. The goalkeeper may participate in the normal play of his team mates. As he is then considered as normal field player, he is typically substituted for a regular field player if his team uses this scheme to outnumber the defending players. As this player becomes the designated goalkeeper on the court, he must wear some vest or bib to identify himself as such.

If the goalkeeper deflects the ball over the outer goal line, his team stays in possession of the ball in contrast to other sports like football. The goalkeeper resumes the play with a throw from within the zone ("goalkeeper throw"). Passing to your own goalkeeper results in a turnover. Throwing the ball against the head of the goalkeeper when he is not moving is to be punished by disqualification ("red card").
[edit] Team officials

Each team is allowed to have a maximum of four team officials seated on the benches. An official is anybody who is neither player nor substitute. One official must be the designated representative who is usually the team manager. The representative may call team timeout once every period and may address scorekeeper, timekeeper and referees. Other officials typically include physicians or managers. Neither official is allowed to enter the playing court without permission of the referees.
[edit] Ball
A size III handball.

The ball is spherical and must either be made of leather or a synthetic material. It is not allowed to have a shiny or slippery surface. As it is intended to be operated by a single hand, the official sizes vary depending on age and gender of the participating teams.
Size     Used by     Circumference (in cm)     Weight (in g)
III     Men and male youth older than 16     58–60     425–475
II     Women, male youth older than 12 and female youth older than 14     54–56     325–375
I     Youth older than 8     50–52     290–330
Resin product used to improve ball handling.

Though not officially regulated, the ball is usually resinated. The resin improves the ability of the players to manipulate the ball with a single hand like spinning trick shots. Some indoor arenas prohibit the usage of resin since many products leave sticky stains on the floor.
[edit] Awarded throws

The referees may award a special throw to a team. This usually happens after certain events like scored goals, off-court balls, turnovers, timeouts, etc. All of these special throws require the thrower to obtain a certain position and pose restrictions on the positions of all other players. Sometimes the execution must wait for a whistle blow by the referee.

Throw-off
    A throw-off takes place from the center of the court. The thrower must touch the middle line with one foot and all of the other players must be in the half of their team. The defending players must keep a distance of at least three meters to the thrower. A throw-off occurs at the beginning of each period and after the opposing team scores a goal. It must be cleared by the referees.
    Modern Handball introduced the "fast throw-off" concept, i. e. the play will be immediately restarted by the referees as soon as the executing team fulfilles its requirements. Many teams leverage this rule to score easy goals before the opposition has time to form a stable defense line.

Throw-in
    The team which did not touch the ball last is awarded a throw-in when the ball fully crosses the side line or touches the ceiling. If the ball crosses the outer goal line, a throw-in is only awarded if the defending field players touched the balls last. Execution requires the thrower to place one foot on the nearest outer line to the cause. All defending players must keep a distance of three meters. However, they are allowed to stand immediately outside their own goal area even when the distance is less.

Goalkeeper-throw
    If ball crosses the outer goal line without interference from the defending team or when deflected by their goalkeeper, a goalkeeper-throw is awarded to the defending team. This is the most common turnover. The goalkeeper resumes the play with a throw from anywhere within his goal area.

Free-throw
    A free-throw restarts the play after an interruption by the referees. It takes places from the spot where the interruption was caused as long as this spot is outside of the free-throw line of the opposing team. In the latter case the throw is deferred to the nearest spot on the free-throw line. Free-throws are the equivalent to free-kicks in association football. The thrower may take a direct attempt for a goal which is, however, not feasible if the defending team organized a defense.

A 7-meter throw.

7-meter throw
    A 7-meter throw is awarded when a clear chance of scoring is illegally prevented anywhere on the court by a opposing team player, official or spectator. It is also awarded when the referees interrupted a legitimate scoring chance for any reason. The thrower steps with one foot behind the 7-meter line with only the defending goalkeeper between him and the goal. The goalkeeper must keep a distance of three meters which is marked by a short tick on the floor. All other players must remain behind the free-throw line until execution. The thrower must await the whistle blow of the referee. A 7-meter throw is the equivalent to a penalty kick in association football, it is, however, far more common and typically occurs several times in a single game.

[edit] Penalties
Yellow card shown in a handball match.

Penalties are given to players, in progressive format, for fouls that require more punishment than just a free-throw. "Actions" directed mainly at the opponent and not the ball (such as reaching around, holding, pushing, hitting, tripping, or jumping into opponent) as well as contact from the side or from behind a player are all considered illegal and subject to penalty. Any infraction that prevents a clear scoring opportunity, will result in a seven-meter penalty shot.

Typically the referee will give a warning yellow card for an illegal action, but if the contact was particularly dangerous the referee can forego the warning for an immediate two-minute suspension. A player can only get one warning before receiving a two minute suspension. One player is only permitted two 2-minute suspensions; third time he/she will be shown the red card.

A red card results in an ejection from the game and a two minute penalty for the team. A player may receive a red card directly for particularly rough penalties. For instance any contact from behind during a fast break is now being treated with a red card. A red carded player has to leave the playing area completely. A player who is disqualified may be substituted with another player after the two minute penalty is served. A Coach/Official can also be penalized progressively. Any coach/official who receives a 2-minute suspension will have to pull out one of his players for two minutes - note: the player is not the one punished and can be substituted in again, because the main penalty is the team playing with a man less than the other.

After having lost the ball during an attack, the ball has to be laid down quickly or else the player not following this rule will face a 2-minute suspension. Also gesticulating or verbally questioning the referee's order, as well as arguing with the officials decisions, will normally result in a 2-minute suspension. If it is done in a very provocative way, a player can be given a double 2-minute suspension if he/she does not walk straight off the field to the bench after being given a suspension, or if the referee deems the tempo deliberately slow. Illegal substitution, any substitution that does not take place in the specified substitution area or where the entering player enters before the exiting player exits is also punishable with a 2 minute suspension.

Gameplay

Players are typically referred to by the position they are playing. The positions are always denoted from the view of the respective goalkeeper, so that a defender on the right opposes an attacker on the left. However, not all of the following positions may be occupied depending on the formation or potential suspensions.

Offense

    Left and right wingman. These typically excel at ball control and wide jumps from the outside of the goal perimeter to get into a better shooting angle at the goal. Teams usually try to occupy the left position with a right-handed player and vice versa.
    Left and right backcourt. Goal attempts by these players are typically made by jumping high and shooting over the defenders. Thus, it is usually advantageous to have tall players for these positions.
    Center backcourt. A player with experience is preferred on this position who acts as playmaker and the handball equivalent of a basketball point guard.
    Pivot (left and right, if applicable). This player tends to intermingle with the defense, setting picks and attempting to disrupt the defense formation. This positions requires the least jumping skills but ball control and physical strength are an advantage.

Defense

    Far left and far right. The opponents of the wingmen.
    Half left and half right. The opponents of the left and right backcourts.
    Back center (left and right). Opponent of the pivot.
    Front center. Opponent of the center backcourt, may also be set against another specific backcourt player.

 Offensive play

Attacks are played with all field players on the side of the defenders. Depending on the speed of the attack, one distinguishes between three attack waves with a decreasing chance of success:

First Wave
    First wave attacks are characterized by the absence of defending players around their goal perimeter. The chance of success is very high, as the throwing player is unhindered in his scoring attempt. Such attacks typically occur after an intercepted pass or a steal and if the defending team can switch fast to offense. The far left/far right will usually try to run the attack as they are not as tightly bound in the defense. On a turnover, they immediately sprint forward and receive the ball halfway to the other goal. Thus, these positions are commonly held by quick players.[citation needed]

Second Wave
    If the first wave is not successful and some defending players gained their positions around the zone, the second wave comes into play: The remaining players advance with quick passes to locally outnumber the retreating defenders. If one player manages to step up to the perimeter or catches the ball at this spot he becomes unstoppable by legal defensive means. From this position the chance of success is naturally very high. Second wave attacks became much more important with the "fast throw-off" rule.[citation needed]

Third Wave
    The time during which the second wave may be successful is very short, as then the defenders closed the gaps around the zone. In the third wave, the attackers use standardized attack patterns usually involving crossing and passing between the back court players who either try to pass the ball through a gap to their pivot, take a jumping shot from the backcourt at the goal, or lure the defense away from a wingman.[citation needed]

The third wave evolves into the normal offensive play when all defenders reach not only the zone but gain their accustomed positions. Some teams then substitute specialized offense players. However, this implies that these players must play in the defense should the opposing team be able to switch quickly to offense. The latter is another benefit for fast playing teams.[citation needed]

If the attacking team does not make sufficient progress (eventually releasing a shot on goal), the referees can call passive play (since about 1995, the referee gives a passive warning some time before the actual call by holding one hand up in the air, signaling that the attacking team should release a shot soon), turning control over to the other team. A shot on goal or an infringement leading to a yellow card or two minute penalty will mark the start of a new attack, causing the hand to be taken down, but a shot blocked by the defense or a normal free throw will not. If it were not for this rule, it would be easy for an attacking team to stall the game indefinitely, as it is difficult to intercept a pass without at the same time conceding dangerous openings towards the goal.[citation needed]
 Defensive play

The usual formations of the defense are 6-0, when all the defense players line up between the 6 meter and 9 meter lines to form a wall; the 5-1, when one of the players cruises outside the 9 meter perimeter, usually targeting the center forwards while the other 5 line up on the six meter line; and the lesser common 4-2 when there are two such defenders out front. Very fast teams will also try a 3-3 formation which is close to a switching man-to-man style. The formations vary greatly from country to country and reflect each country's style of play. 6-0 is sometimes known as "flat defense", and all other formations are usually called "offensive defense".
 


Ice hockey

Game
While the general characteristics of the game are the same wherever it is played, the exact rules depend on the particular code of play being used. The two most important codes are those of the International Ice Hockey Federation (IIHF)[36] and of the Canadian founded and North American expanded National Hockey League (NHL)

Ice hockey is played on a hockey rink. During normal play, there are six players per side on the ice at any time, one of them being the goaltender, each of whom is on ice skates. The objective of the game is to score goals by shooting a hard vulcanized rubber disc, the puck, into the opponent's goal net, which is placed at the opposite end of the rink. The players may control the puck using a long stick with a blade that is commonly curved at one end.

Players may also redirect the puck with any part of their bodies, subject to certain restrictions. Players may not hold the puck in their hand and are prohibited from using their hands to pass the puck to their teammates, unless they are in the defensive zone. Players are also prohibited from kicking the puck into the opponent's goal, though unintentional redirections off the skate are permitted. Players may not intentionally bat the puck into the net with their hands.

Hockey is an "offside" game, meaning that forward passes are allowed, unlike in rugby. Before the 1930s hockey was an onside game, meaning that only backward passes were allowed. Those rules favored individual stick-handling as a key means of driving the puck forward. With the arrival of offside rules, the forward pass transformed hockey into a truly team sport, where individual performance diminished in importance relative to team play, which could now be coordinated over the entire surface of the ice as opposed to merely rearward players.[38]

The five players other than the goaltender are typically divided into three forwards and two defensemen. The forward positions consist of a centre and two wingers: a left wing and a right wing. Forwards often play together as units or lines, with the same three forwards always playing together. The defencemen usually stay together as a pair generally divided between left and right. Left and right side wingers or defencemen are generally positioned as such based on the side on which they carry their stick. A substitution of an entire unit at once is called a line change. Teams typically employ alternate sets of forward lines and defensive pairings when shorthanded or on a power play. Substitutions are permitted at any time during the course of the game, although during a stoppage of play the home team is permitted the final change. When players are substituted during play, it is called changing on the fly. A new NHL rule added in the 2005–2006 season prevents a team from changing their line after they ice the puck.

The boards surrounding the ice help keep the puck in play and they can also be used as tools to play the puck. Players are permitted to "bodycheck" opponents into the boards as a means of stopping progress. The referees, linesmen and the outsides of the goal are "in play" and do not cause a stoppage of the game when the puck or players are influenced (by either bouncing or colliding) into them. Play can be stopped if the goal is knocked out of position. Play often proceeds for minutes without interruption. When play is stopped, it is restarted with a faceoff. Two players "face" each other and an official drops the puck to the ice, where the two players attempt to gain control of the puck. Markings on the ice indicate the locations for the "faceoff" and guide the positioning of players.

There are three major rules of play in ice hockey that limit the movement of the puck: offside, icing, and the puck going out of play. The puck goes "out of play" whenever it goes past the perimeter of the ice rink (onto the player benches, over the "glass", or onto the protective netting above the glass) and a stoppage of play is called by the officials using whistles. It also does not matter if the puck comes back onto the ice surface from those areas as the puck is considered dead once it leaves the perimeter of the rink.

Penalties
For most penalties, the offending player is sent to the "penalty box" and his team has to play without him for a short amount of time. Minor penalties last for two minutes, major penalties last for five minutes, and a double minor penalty is two consecutive penalties of two minutes duration. A single Minor penalty may be extended by a further two minutes for causing visible injury to the victimized player. The team that has been given a penalty is said to be playing shorthanded while the opposing team is on a power play.

A two-minute minor penalty is often charged for lesser infractions such as tripping, elbowing, roughing, high-sticking, delay of the game, too many players on the ice, boarding, illegal equipment, charging (leaping into an opponent or body-checking him after taking more than two strides), holding, holding the stick (grabbing an opponent's stick), interference, hooking, slashing, kneeing, butt-ending (striking an opponent with the knob of the stick—a very rare penalty) or cross-checking. As of the 2005–06 season, a minor penalty is also assessed for diving, where a player embellishes a hook or trip. More egregious fouls may be penalized by a four-minute double-minor penalty, particularly those which cause injury to the victimized player. These penalties end either when the time runs out or when the other team scores during the power play. In the case of a goal scored during the first two minutes of a double-minor, the penalty clock is set down to two minutes upon a score, effectively expiring the first minor penalty. Five-minute major penalties are called for especially violent instances of most minor infractions that result in intentional injury to an opponent, or when a "minor" penalty results in visible injury (such as bleeding), as well as for fighting. Major penalties are always served in full; they do not terminate on a goal scored by the other team. The foul of 'boarding', defined as "check[ing] an opponent in such a manner that causes the opponent to be thrown violently in the boards" by the NHL Rulebook is penalized either by a minor or major penalty at the discretion of the referee, based on the violent state of the hit. A minor or major penalty for boarding is often assessed when a player checks an opponent from behind and into the boards.

Some varieties of penalties do not always require the offending team to play a man short. Concurrent five-minute major penalties in the NHL usually result from fighting. In the case of two players being assessed five-minute fighting majors, both the players serve five minutes without their team incurring a loss of player (both teams still have a full complement of players on the ice). This differs with two players from opposing sides getting minor penalties, at the same time or at any intersecting moment, resulting from more common infractions. In this case, both teams will have only four skating players (not counting the goaltender) until one or both penalties expire (if one penalty expires before the other, the opposing team gets a power play for the remainder of the game); this applies regardless of current pending penalties. However, in the NHL, a team always has at least three skaters on the ice. Thus, ten-minute misconduct penalties are served in full by the penalized player, but his team may immediately substitute another player on the ice unless a minor or major penalty is assessed in conjunction with the misconduct (a two-and-ten or five-and-ten). In this case, the team designates another player to serve the minor or major; both players go to the penalty box, but only the designee may not be replaced, and he is released upon the expiration of the two or five minutes, at which point the ten-minute misconduct begins. In addition, game misconducts are assessed for deliberate intent to inflict severe injury on an opponent (at the officials' discretion), or for a major penalty for a stick infraction or repeated major penalties. The offending player is ejected from the game and must immediately leave the playing surface (he does not sit in the penalty box); meanwhile, if an additional minor or major penalty is assessed, a designated player must serve out of that segment of the penalty in the box (similar to the above-mentioned "two-and-ten"). In some rare cases, a player may receive up to nineteen minutes in penalties for one string of plays. This could involve receiving a four-minute double minor penalty, getting in a fight with an opposing player who retaliates, and then receiving a game misconduct after the fight. In this case, the player is ejected and two teammates must serve the double-minor and major penalties.

A penalty shot is awarded to a player when the illegal actions of another player stop a clear scoring opportunity, most commonly when the player is on a breakaway –A penalty shot allows the obstructed player to pick up the puck on the centre red-line and attempt to score on the goalie with no other players on the ice, to compensate for the earlier missed scoring oppurtunity. A penalty shot is also awarded for a defender other than the goaltender covering the puck in the goal crease, a goaltender intentionally displacing his own goal posts during a breakaway to avoid a goal, a defender intentionally displacing his own goal posts when there is less than two minutes to play in regulation time or at any point during overtime, or a player or coach intentionally throwing a stick or other object at the puck or the puck carrier and the throwing action disrupts a shot or pass play.
Officials also stop play for puck movement violations, such as using one's hands to pass the puck in the offensive end, but no players are penalized for these offences. The sole exceptions are deliberately falling on or gathering the puck to the body, carrying the puck in the hand, and shooting the puck out of play in one's defensive zone (all penalized two minutes for delay of game).

A new penalty in the NHL applies to the goalies. The goalies now are unable to play the puck in the "corners" of the rink near their own net. This will result in a two-minute penalty against the goalie's team. The area immediately behind the net (marked by two red lines on either side of the net) is the only area behind the net in which the goalie can play the puck.

An additional rule that is not a penalty in the new NHL is the two line offside passes. There are no more two-line offside pass whistles blown. Now players are able to pass to teammates who are more than the blue and centre ice red line away.

The NHL has taken steps to speed the game of hockey up and create a game of finesse, by retreating from the past where illegal hits, fights, and "clutching and grabbing" among players were commonplace. Rules are now much more strictly enforced resulting in more infractions being penalized which in turn provides more protection to the players and allows for more goals to be scored.

There are many infractions for which a player may be assessed a penalty. The governing body for United States amateur hockey has implemented many new rules to reduce the number of stick-on-body occurrences, as well as other detrimental and illegal facets of the game ("Zero Tolerance").

In men's hockey, but not in women's, a player may use his hip or shoulder to hit another player if the player has the puck or is the last to have touched it. This use of the hip and shoulder is called body checking. Not all physical contact is legal — in particular, hits from behind and most types of forceful stick-on-body contact are illegal.

Under IIHF rules, each team may carry a maximum of 20 players and two goaltenders on their roster. NHL rules restrict the total number of players per game to 18, plus two goaltenders. In the NHL, the players are usually divided into four lines of three forwards, and into three pairs of defenceman. On occasion, teams may elect to substitute an extra defenceman for a forward; this seventh defenceman might sometimes play on the fourth line as a forward.




 

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